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Raise precache limit #180

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nEpBep3HuK opened this issue Feb 26, 2016 · 8 comments
Closed

Raise precache limit #180

nEpBep3HuK opened this issue Feb 26, 2016 · 8 comments

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@nEpBep3HuK
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Could you raise the precache limit? 512 is not enough for fun servers such as zombie plague and jailbreak...

@Arkshine
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You can't do that unless the client is updated as well, I guess.

@WPMGPRoSToTeMa
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Resource type?

@TheDoctor0
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Well, probabably there is a way to do it without client modification: https://forums.alliedmods.net/showthread.php?t=200826
Of course noew it's not compatible with ReHLDS, but there is source code.

@Arkshine
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Arkshine commented Mar 1, 2016

@OZone998 It's unrelated to the 512 precache limit. This modules is essentially management of sv_downloadurl and unlock limit of 1280 items you can send on a client, which I think has been increased in reHLDS to 4092 (?).

@TheDoctor0
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It can reduce number of sound in precache, so it could help in some way.
Yeah, I saw that in pull #161. Unfortunately server with current version of ReHLDS is still crashing when resources exceed 512 limit.

There is an example from ZombieMod server:
ERROR : Host_Error: PF_precache_sound_I: Sound "debris/bustconcrete2.wav" failed to precache because the item count is over the 512 limit.
Normally I am using unprecacher, so it won't happen - for now. But adding few models = crash.

@WPMGPRoSToTeMa
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@OZone998 you can use PrecacheGeneric for sounds that are played via SendAudio/"spk"/"speak" etc, but not via EmitSound/EmitAmbientSound/SVC_SOUND/SVC_SPAWNSTATICSOUND. Also you can use PrecacheGeneric for player models.
Generic precache is already extended to max resource count (4096).

P.S. Really you can't use all resource count, because netchan is limited to 64KB and it will not be able to send SVC_RESOURCELIST with 4096 resources.

@hellmoss
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hellmoss commented Aug 8, 2024

@In-line @WPMGPRoSToTeMa @Arkshine

Seek through a sound to go around this for the emitsound type?

Example: we have a 10-second sound which has different samples within; say, from 0:00-0:03 ; 0:04-0:06 ; etc..

Could we somehow set a parameter for the starting point for the emit_sound? (end point is easier to work around, just emit a null sound from same ent, channel through a set_task)

Linking this with .wav format cues somehow? If I observe correctly, wav file cues enable looping for instance..

@dystopm @s1lentq @StevenKal

@dystopm
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dystopm commented Aug 8, 2024

@In-line @WPMGPRoSToTeMa @Arkshine

Seek through a sound to go around this for the emitsound type?

Example: we have a 10-second sound which has different samples within; say, from 0:00-0:03 ; 0:04-0:06 ; etc..

Could we somehow set a parameter for the starting point for the emit_sound? (end point is easier to work around, just emit a null sound from same ent, channel through a set_task)

Linking this with .wav format cues somehow? If I observe correctly, wav file cues enable looping for instance..

@dystopm @s1lentq @StevenKal

You only pass the sound index through those related sound messages:

via EmitSound/EmitAmbientSound/SVC_SOUND/SVC_SPAWNSTATICSOUND

And there would be no way to alter engine behaviour to achive that with no client side further modifications

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